Besh, on 24 January 2024 - 01:18 PM, said:
Thats interesting. Pls enlighten me, how is my post you replied to with the above "arguing in circles" ?
Funnily, you seem to think increasing the firing Window would be desireable for LRMs ?
As long as you dont consider the differences between the process of actually delivering dmg to Target between LRMs and snapshot weapons ( I know not all weapons in MW:O are snapshot...) ., you dont do the useage of LRMs justice .
From what I gathered by now, THE main point for "LRMs should not be toptier weapons" is their idf capability . Consider what has to happen for that IDF weapon to actually be ABLE to fire . And thats not even "landing dmg on Target" yet . That can be denied by a number of well known things .
In that context, it would be great if LRMS actually had a SHORTER firing window (meaning could be fired the moment Target got "R"ed for instance). But thats not what happens . Just to get to the point of actually being able to idf LRMs, you already loose time . That delay to being able to fire LRMs gives the Target time to act/react . In the same time, a snapshot weapon has already landed dmg .
To tell a Player who is able use LRMs to good effect - and I am specifically talking about a not teamed up with a NARCER pilot - and routinely being really good at it he is "unskilled" is in insult in my Book . It neglects so much about what it takes to be good at using LRMs against competent opponents, its basically outright ridiculous .
Ofcofc, there is a healthy amount of "good, toptier" players who will not hesitate to go "yeah lol no, LRMs are the easiest, no skill..." . But : they have specific definitions of skill . And what does not fit in there is simply defined as "noSkill" . And "noskill" weapons are not deemed to be worthy to be viable .
Which in effect comes down to nerfing some weaponsystem and its playstyle and the skillset involved, in comparison to others . In context of MW:O, it means giving people who are really good at fast and precise snapshotaiming ( for instance) an inbuilt advantage over others .
Allowing LRMS in the game give a disadvantage to people who are good at snap shooting, but bad at strategic thinking, thus offsetting the "balance" that they desire, which is obviously poking in and out from hard cover at 1000 meters, trading blue lasers and pop tarting PPCs (boring and repetitive) .
You can prove this by looking a the direction they have been pushing the weapon systems, needing to think about how to deal with a few occasional missile seems to totally disrupt them, therefor missiles must go.
The "OMG high alpha bad" is another aspect of the sniper meta paradigm.
Sorry, but high alpha brawler builds have always been in the game.
The Kodiak 4x AC10 with one or two ERPPC is not a new build, it's been available (and highly effective) for years now. I wish I had discovered it sooner.
All these play styles belong in the game..
Variety is the spice of life.
Currently I am enjoying the heck out of using SNPPCs, and/or brawling.
I've been almost exclusively using IS mechs for months now, which is why I thought it was so ridiculous to nerf Clan Double heat sinks, since IS is so OP IMHO,, in both brawling and LRM boats (vs Clan LRM boating, LRMS are difficult to do well with in both types).
Disclaimer: I'm happy with MOST of the things Cauldron is doing, overall their input has been good. But allowing one comp team to control all weapon balance is a mistake.
Furthermore, most of what Cauldron is doing that is considered "good" is what everybody knew needed to happen anyways but PGI was not doing it (for whatever reason, I won't comment).
Edited by kalashnikity, 24 January 2024 - 05:52 PM.